Professional Documents
Culture Documents
You have just defined a “clock” for the danger—or, in other words,
charted out the countdown the danger will undergo throughout the
session until the player characters start affecting the story.
123
day, a guest is beheaded during the roller coaster ride, and because of
that he hides the corpse to cover it up and erases the memories of the
other passengers, until finally the corpse falls out of the attraction’s
hiding place in front of everyone and his boss.
125
Meanwhile, _______________ (who or what is the danger)
was _________________________ (what is the danger doing),
because ____________ (why is the danger doing that), until finally
_______________ (what will happen if the danger continues doing it).
1. Rising Action: The guest tries to escape with his young daughter.
2. Climax: The guest and his daughter are in danger of getting hit
by a roller coaster.
3. Resolution: The guest and daughter get crushed by the
rollercoaster.
WEIRD MINOR INCIDENT
Meanwhile, the guests who were poisoned were mindlessly and
violently attacking other guests, because the poison has made them
insane, until finally security hauls them off and executes them.
1. Rising Action: The poisoned guests turn into zombies.
2. Climax: The zombies attack other guests.
3. Resolution: The Mousineers take the zombies away and
kill them.
BIG PICTURE MINOR INCIDENT
Meanwhile, a freak winter blizzard was descending upon the park,
because the Great Mouse fell too deeply into His sleep, until finally
the deep sleep passed and the storm subsided.
1. Rising Action: It begins to snow.
2. Climax: A horrible blizzard descends.
3. Resolution: The blizzard suddenly stops.
MOUSINEER MINOR INCIDENT
Meanwhile, a disgruntled Mousineer was at the Swiss Mountain
attraction and shut down the cameras, because he was sick of working,
until finally is forced by management to turn it back on.
1. Rising Action: The Mousineer shuts down the attraction.
2. Climax: The Mousineer abandons the attraction.
3. Resolution: The Mousineer is forced to return and turn the
attraction back on.
MANAGEMENT MINOR INCIDENT
Meanwhile, the president of Mouse Park was trapped inside an
attraction, because he was looking for the perfect person to sacrifice
and chased a kid until he sprained his ankle and fell into the track of
a ride, until finally the ride is activated and crushes him.
1. Rising Action: The president looks for the sacrifice.
2. Climax: He gets trapped in a ride.
3. Resolution: The ride crushes him.
MOUSE PARK MINOR INCIDENT
Meanwhile, the park power grid completely fails, because of an
unknown malfunction, until finally a maintenance employee fixes it.
1. Rising Action: The power suddenly goes off.
2. Climax: No one can enter or leave the park and there is no light
or electricity.
3. Resolution: The power is restored.
127
Create the Dangers
Once you’ve identified the major and minor incidents, it’s time
to specify what the specific traits and qualities of the dangers are.
Some dangers are more abstract or environmental and so will require
nothing more than Narrator Moves or simple narration. However,
other more tangible dangers such as guests, monsters, or any NPC
may have unique traits that can make things more difficult on the
player characters.
You will need to go through your incidents and call out NPCs,
monsters, or other dangers that will directly interact with the player
characters and then choose their traits and their merchandise.
DANGER TRAITS
If your danger is a person, start by choosing a personality (starting
on page 57). Beyond that, your danger may have other special qualities
that could impact Narrator Moves. NPCs and monsters may have
special moves, deal harm or shock, withstand harm or shock, carry
merchandise, or have weaknesses.
SPECIAL MOVES
You can create any special move you want, but following are a
list of ideas that you may see in Mouse Park. You’ll also find in the
Incident File section (p. 131) several unique NPCs and monsters
with their own unique special moves. When thinking of moves and
creating them, think about how their moves are, in fact, special. They
should be something that defines them and that most other creatures
are unable to do.
129
Starting the Incident
An incident is the framework for a gaming session. It is the
background, setting, and cast of characters that the players will be
interacting with. While incidents have a start and finish, they are not
necessarily defined ahead of time. They may define what will happen
if players do nothing, but they do not determine what players do.
That’s up to the players.
When kicking off an incident, it is important to lay out all of the
groundwork the players will need in order to take actions. You should
build the set, explain the opening situation, and present hooks with
which the players interact. You should have also already identified
which dangers will likely be lurking there on this occasion, what they
want, and their timeframe for getting what they want—but leave that
for players to discover through the session.
Incidents can open any number of ways, but think of all the things
a character would notice or know. What time of day is it? What’s
the weather like? What are the crowds like today? Are there special
events and activities happening? Who are the primary NPCs, what are
they doing, where are they, and what’s their mood? What details can
you bring up to suggest a mood or evoke a tone?
• You can choose to open in media res: “As you walk onto Main
Street, you see Swiss Mountain suddenly burst into flames as a
crowd of guests pour away in panic. What do you do?”
• You can open passively: “It’s a warm cloudless day, the crowds
are thick but not overwhelming and you have been assigned to
work on Swiss Mountain. What is it you’re doing there today?”
• You can simply open with a question: “What’s the day like today
and what are you up to?”
However you open, you should take this time to introduce the
players to potential dangers and set the tone for what the session will
entail. Following that, your job is simply to react to what they do.
You may find trouble getting the story rolling once you’ve kicked
off your incident. It could be because players are not quite used to
the game or are acclimating to their characters, or it simply could be
because the players haven’t latched onto any hooks or ideas you’ve
thrown out. In this game, the best way to progress is to ask questions.
Questions can be about the setting, particularly if it is an area of
Mouse Park that the players created (e.g. So you know about Bear
Paw Pass tell us what’s going on there today), however it’s good to ask
questions about the player characters. Questions can be as leading or
as vague as you like (e.g. Did you sleep well last night? Or, What do
you expect to do be doing today?) Whatever question you choose,
listen carefully to the response, because the player is giving you hooks
that he or she is interested in, and those hooks can be used to bring
them into the incident.
USING INCIDENTS
Incidents are a tool to help structure the game play in The Happiest
Apocalypse on Earth. While they can be run literally, by the text, and
in a very structured way, they can also serve as a source of inspiration
to take the session wherever it may go. They are not designed to
dictate plot to the players. To the contrary, they are designed to deliver
a scenario from which the players can create the story. Each incident
assumes a certain course of events if player characters do not interfere
or interact. It is up to the players to divert the story based upon what
has happened in the set-up. Therefore, the incidents provided here are
not gospel, but rather fuel for your efforts as a Narrator.
If you are making a truly collaborative experience, you will need
to use the character generation and park generation mechanics to
set up a scenario everyone wants to play. Now, this may or may not
coincide with an incident. However, if you have a bunch of them in
your quiver, you'll be able to quickly conjure up conflicts, dangers,
and motivations and adapt them to your particular scenario.
Remember that your goal is to create a horror story with a cast
of characters, not to dictate a pre-programmed session onto players.
The incidents in this book are a starting point to inspire ideas for
whatever scenario you may end up stumbling into. They also provide
mechanical options to choose from: including monsters and NPCs
with special powers and motivations.
You can also use the format for your own pre-made incidents.
There is no limit to possibilities, time, place, or situations. I hope you
enjoy these as a source of morbid glee before you jump into a session.
131